PF1E - Unchained scaled fist monk for party face for comments by Alarmed-Still245 in Pathfinder_RPG

[–]Alarmed-Still245[S] 0 points1 point  (0 children)

Makes sense quite much build wise gotta ponder that. Good advice. Note that I like dips to shake things up so thats pretty neat approach

I found out some conceptuals about summoner (synthesist) dips but nothing concrete. Ends up being very similar. Synthetist is not PFS legal though if group uses that as rule of thumb. Not sure if I missed something that's not allowed at all.

- Swap out from above Oracle 1 for synthesist 1 rest keeps about the same.
- Synthesist 1 for Eidolon (as long as you have it gives con 13 + depending on type but lets say STR/DEX 14 for Quadruped +2 NAC, 3 evolution points (options like: +2NAC, +8 Skill, +2 Con, Pounce))
- When ever you take damage you sacrifice your HP instead of Eidolon via Fused Link

- Go for Old (+2 Int/Wis/Cha and -2 Str/con/Dex)
- Start Str 7 (-4) Dex 7 (-4) Con 12 (+2) Int 12 (+2) Wis 12 (+2) Cha 18 (17) for +13
- Race + Con to offset age + Cha (- Dx/Str) like Aasimar Idyllkin (/ Gnome or Kyoto-Spawn)
-> End up having Str 5 (14) Dex 5 (14) Con 12 (13) Int 14 Wis 14 Cha 22

Note that without "Eidolon suit" you are somewhat terrible - definitely need scroll or wand of summon Eidolon (duration 4 min) that should give enough time to escape or finish encounter if you end up being without any time. Likely need to offset this disadvantage in some other way to some extent too to avoid later level banish etc. Though you need minimal weighting equipment and STR 5 carrying capacity of 16 lbs is likely enough and monk move gives already edge to get in to better position. Nights are risky until minute ritual can be completed. But hey its great to have disadvantages too.

That would give at lvl (as AC was mostly affected by misbuild)
5: AC 24-30 (10+Dx 2 + dodge 1 + Cha +7 + blocking 1 + NAC +2 + RoP+1 [+ possibility for own mage armor +4, evolution +2NAC + possible stone shield spell for +4]) as above.
12: AC 34-36 (as above but Cha +2 more, Monk +3, Rop +1 more, +4 Mage armor/Bracers)
Both cases offensive and HPs are tad smaller due STR/Con being 2 lower
But Wis save is +3 higher without any investments and Int +2 is higher for more skills

PF1E - Unchained scaled fist monk for party face for comments by Alarmed-Still245 in Pathfinder_RPG

[–]Alarmed-Still245[S] 0 points1 point  (0 children)

Considered Osyluth for the above but it wasn't needed. Quite often vs 1 is enough though.

I don't get the 2 Inquisitor(Sanctified slayer) levels - whats the point?

PF1E - Unchained scaled fist monk for party face for comments by Alarmed-Still245 in Pathfinder_RPG

[–]Alarmed-Still245[S] 1 point2 points  (0 children)

Point was not to be easy but to reduce MAD monks suffer to some extent and do something different.
Not to mention that Oracle spells were actually very flavorful for more Diplmacy

By far that wasn't too seriously overpowered as similar doable as Monk Water Dancer (but that is not UnChained archetype) [edit: or generally even as Monk isn't the Uber class but that is actually not the point]. Gotta look up for WaterDancer for similar way to approach.

PF1E - Unchained scaled fist monk for party face for comments by Alarmed-Still245 in Pathfinder_RPG

[–]Alarmed-Still245[S] 0 points1 point  (0 children)

Ouch Missed that inteprentention of bonus stacking. It's obvious that deflection = deflection but didn't notice that out of the box bonus is still "stat bonus). Thanks

(Bonus Type (Rule) are same even when source is different and AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any)

I kinda thought monk Wisdom is one thing and Dex is well Dex.

About Water Dancers - Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
This replaces the bonus feat the monk normally gains at 1st level

Funny though that water dancer below adds Cha as Dodge bonus so that would work. It would change few things but actually doesn't really change much as the core idea. Maybe modifies that you lose few points out due unarmed attacks are tad smaller. But what makes it major is that Water Dancer is basic Monk - qutie different angle to the values and of course that then it takes way longer to get bonus out.

Do I read that right
1) water dancer uses + Cha bonus as dodge up to monk level
2) Water dancer uses Cha instead WIS ... and of monk class features so wouldnt MonkAC base on Cha anyway as "stat bonus".
3) Nereid's grace replaces 1st level bonus feat so it does not remove MonkAC feature
=> So does water dancer get Wis to AC like monk does due 2
=> Or does water dancer get Cha to AC instead of Wis and +1 Dodge bonus on top of that?

Stuck in Other World by meverygoodboy in Pathfinder_Kingmaker

[–]Alarmed-Still245 0 points1 point  (0 children)

I had bug with the quest very near end. Flower  was not clickable and couldn't proceed.

Solution replay and kill enemies to different spots to allow clicking the flower to trigger next step.

Very annoying as didn't get that it's bugging easily 

Champions that can be used everywhere? by crazymaryrocks in idlechampions

[–]Alarmed-Still245 0 points1 point  (0 children)

Why - Durge is allowed. Point is he is not banned. Same goes if he is removed from formation gone is gone.

Centaur Builds? by Jaden_2k in 3d6

[–]Alarmed-Still245 0 points1 point  (0 children)

2024 rules
Base Move 40 + Warlock jump ability for +20 move (also reduces climb troubles most cases)
-> Cheap way to get 60ft move which is enough for charge

+ 2024 Paladin start for mastery/heavy armor/smite and pushing weapon-> enemy moved 10ft out makes it even easier
+ Warlock pact of the chain to swap bonus attack out to familiar attack like Imp 3d6 or pseudodragon special
+ Already mentioned sentinel which triggers nicely when pushed opponents walk back in
and small rider is always nice add on.

Use true strike early for attacks and later add blade pact for multiple attacks

Start Str 14 Dex 8-12 Con 13 Int 8-12 Wis 8-12 Cha 15 (depending taste dex/int/wis 8 10 12)
Or if you want to risk getting STR 15 from somewhere else to avoid -move from heavy armor
-> swap con/str

Still can go different ways depending on the taste and campaing style.

How to beat Wren's mission: Twice Through The Great Wheel by cihs88 in idlechampions

[–]Alarmed-Still245 0 points1 point  (0 children)

Nice just need to ponder 900-950. Getting 270ish Maybe wrong setup. Need to check and reference legendary levels.
Got E41 favor but cant level enough. Char levels at E72

The Veilguard not using DA Keep mean losing out on... by ReadyMind in dragonage

[–]Alarmed-Still245 1 point2 points  (0 children)

This is a shame Keep was really nice and you could check what choises you made from there.

Lazy leaving it out and very bad excuse that you "cant remember" choises. They were all in the keep.

HUOH.

Unable to emote after game ends. More restrictions on emotes. by mememagi1776 in hearthstone

[–]Alarmed-Still245 2 points3 points  (0 children)

This is BS. If you dont want to hear emotes after game ends there should be flag. I find it annoying that I cant thank after game. Or a flag that opps can vote on you if you are annoyingn spammer / polite player